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authorWillem Jan Palenstijn2012-09-04 22:17:23 +0200
committerWillem Jan Palenstijn2012-09-04 22:17:23 +0200
commitb4090ead4d4334e08725323ff72fd355c93b63d5 (patch)
tree4eb58e5698b1cfd1a89d2b038f929071264ffeb9 /engines/wintermute/base/base_fader.cpp
parentdf80820184c90a87511f0cabdca4addb9fa13a66 (diff)
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WINTERMUTE: Convert CRLF to LF
Diffstat (limited to 'engines/wintermute/base/base_fader.cpp')
-rw-r--r--engines/wintermute/base/base_fader.cpp388
1 files changed, 194 insertions, 194 deletions
diff --git a/engines/wintermute/base/base_fader.cpp b/engines/wintermute/base/base_fader.cpp
index 580a7afeb4..08e6f689ba 100644
--- a/engines/wintermute/base/base_fader.cpp
+++ b/engines/wintermute/base/base_fader.cpp
@@ -1,194 +1,194 @@
-/* ScummVM - Graphic Adventure Engine
- *
- * ScummVM is the legal property of its developers, whose names
- * are too numerous to list here. Please refer to the COPYRIGHT
- * file distributed with this source distribution.
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
-
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
-
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- */
-
-/*
- * This file is based on WME Lite.
- * http://dead-code.org/redir.php?target=wmelite
- * Copyright (c) 2011 Jan Nedoma
- */
-
-#include "engines/wintermute/base/base_fader.h"
-#include "engines/wintermute/base/base_game.h"
-#include "common/util.h"
-
-namespace Wintermute {
-
-//////////////////////////////////////////////////////////////////////
-// Construction/Destruction
-//////////////////////////////////////////////////////////////////////
-
-IMPLEMENT_PERSISTENT(BaseFader, false)
-
-//////////////////////////////////////////////////////////////////////////
-BaseFader::BaseFader(BaseGame *inGame) : BaseObject(inGame) {
- _active = false;
- _red = _green = _blue = 0;
- _currentAlpha = 0x00;
- _sourceAlpha = 0;
- _targetAlpha = 0;
- _duration = 1000;
- _startTime = 0;
- _system = false;
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-BaseFader::~BaseFader() {
-
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-bool BaseFader::update() {
- if (!_active) {
- return STATUS_OK;
- }
-
- int alphaDelta = _targetAlpha - _sourceAlpha;
-
- uint32 time;
-
- if (_system) {
- time = g_system->getMillis() - _startTime;
- } else {
- time = _gameRef->_timer - _startTime;
- }
-
- if (time >= _duration) {
- _currentAlpha = _targetAlpha;
- } else {
- _currentAlpha = (byte)(_sourceAlpha + (float)time / (float)_duration * alphaDelta);
- }
- _currentAlpha = MIN((unsigned char)255, MAX(_currentAlpha, (byte)0)); // TODO: clean
-
- _ready = time >= _duration;
- if (_ready && _currentAlpha == 0x00) {
- _active = false;
- }
-
- return STATUS_OK;
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-bool BaseFader::display() {
- if (!_active) {
- return STATUS_OK;
- }
-
- if (_currentAlpha > 0x00) {
- _gameRef->_renderer->fadeToColor(_red, _green, _blue, _currentAlpha);
- }
- return STATUS_OK;
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-bool BaseFader::deactivate() {
- _active = false;
- _ready = true;
- return STATUS_OK;
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-bool BaseFader::fadeIn(uint32 sourceColor, uint32 duration, bool system) {
- _ready = false;
- _active = true;
-
- _red = RGBCOLGetR(sourceColor);
- _green = RGBCOLGetG(sourceColor);
- _blue = RGBCOLGetB(sourceColor);
-
- _sourceAlpha = RGBCOLGetA(sourceColor);
- _targetAlpha = 0;
-
- _duration = duration;
- _system = system;
-
- if (_system) {
- _startTime = g_system->getMillis();
- } else {
- _startTime = _gameRef->_timer;
- }
-
- return STATUS_OK;
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-bool BaseFader::fadeOut(uint32 targetColor, uint32 duration, bool system) {
- _ready = false;
- _active = true;
-
- _red = RGBCOLGetR(targetColor);
- _green = RGBCOLGetG(targetColor);
- _blue = RGBCOLGetB(targetColor);
-
- //_sourceAlpha = 0;
- _sourceAlpha = _currentAlpha;
- _targetAlpha = RGBCOLGetA(targetColor);
-
- _duration = duration;
- _system = system;
-
- if (_system) {
- _startTime = g_system->getMillis();
- } else {
- _startTime = _gameRef->_timer;
- }
-
-
- return STATUS_OK;
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-uint32 BaseFader::getCurrentColor() {
- return BYTETORGBA(_red, _green, _blue, _currentAlpha);
-}
-
-
-
-//////////////////////////////////////////////////////////////////////////
-bool BaseFader::persist(BasePersistenceManager *persistMgr) {
- BaseObject::persist(persistMgr);
-
- persistMgr->transfer(TMEMBER(_active));
- persistMgr->transfer(TMEMBER(_blue));
- persistMgr->transfer(TMEMBER(_currentAlpha));
- persistMgr->transfer(TMEMBER(_duration));
- persistMgr->transfer(TMEMBER(_green));
- persistMgr->transfer(TMEMBER(_red));
- persistMgr->transfer(TMEMBER(_sourceAlpha));
- persistMgr->transfer(TMEMBER(_startTime));
- persistMgr->transfer(TMEMBER(_targetAlpha));
- persistMgr->transfer(TMEMBER(_system));
-
- if (_system && !persistMgr->getIsSaving()) {
- _startTime = 0;
- }
-
- return STATUS_OK;
-}
-
-} // end of namespace Wintermute
+/* ScummVM - Graphic Adventure Engine
+ *
+ * ScummVM is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+/*
+ * This file is based on WME Lite.
+ * http://dead-code.org/redir.php?target=wmelite
+ * Copyright (c) 2011 Jan Nedoma
+ */
+
+#include "engines/wintermute/base/base_fader.h"
+#include "engines/wintermute/base/base_game.h"
+#include "common/util.h"
+
+namespace Wintermute {
+
+//////////////////////////////////////////////////////////////////////
+// Construction/Destruction
+//////////////////////////////////////////////////////////////////////
+
+IMPLEMENT_PERSISTENT(BaseFader, false)
+
+//////////////////////////////////////////////////////////////////////////
+BaseFader::BaseFader(BaseGame *inGame) : BaseObject(inGame) {
+ _active = false;
+ _red = _green = _blue = 0;
+ _currentAlpha = 0x00;
+ _sourceAlpha = 0;
+ _targetAlpha = 0;
+ _duration = 1000;
+ _startTime = 0;
+ _system = false;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+BaseFader::~BaseFader() {
+
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool BaseFader::update() {
+ if (!_active) {
+ return STATUS_OK;
+ }
+
+ int alphaDelta = _targetAlpha - _sourceAlpha;
+
+ uint32 time;
+
+ if (_system) {
+ time = g_system->getMillis() - _startTime;
+ } else {
+ time = _gameRef->_timer - _startTime;
+ }
+
+ if (time >= _duration) {
+ _currentAlpha = _targetAlpha;
+ } else {
+ _currentAlpha = (byte)(_sourceAlpha + (float)time / (float)_duration * alphaDelta);
+ }
+ _currentAlpha = MIN((unsigned char)255, MAX(_currentAlpha, (byte)0)); // TODO: clean
+
+ _ready = time >= _duration;
+ if (_ready && _currentAlpha == 0x00) {
+ _active = false;
+ }
+
+ return STATUS_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool BaseFader::display() {
+ if (!_active) {
+ return STATUS_OK;
+ }
+
+ if (_currentAlpha > 0x00) {
+ _gameRef->_renderer->fadeToColor(_red, _green, _blue, _currentAlpha);
+ }
+ return STATUS_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool BaseFader::deactivate() {
+ _active = false;
+ _ready = true;
+ return STATUS_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool BaseFader::fadeIn(uint32 sourceColor, uint32 duration, bool system) {
+ _ready = false;
+ _active = true;
+
+ _red = RGBCOLGetR(sourceColor);
+ _green = RGBCOLGetG(sourceColor);
+ _blue = RGBCOLGetB(sourceColor);
+
+ _sourceAlpha = RGBCOLGetA(sourceColor);
+ _targetAlpha = 0;
+
+ _duration = duration;
+ _system = system;
+
+ if (_system) {
+ _startTime = g_system->getMillis();
+ } else {
+ _startTime = _gameRef->_timer;
+ }
+
+ return STATUS_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool BaseFader::fadeOut(uint32 targetColor, uint32 duration, bool system) {
+ _ready = false;
+ _active = true;
+
+ _red = RGBCOLGetR(targetColor);
+ _green = RGBCOLGetG(targetColor);
+ _blue = RGBCOLGetB(targetColor);
+
+ //_sourceAlpha = 0;
+ _sourceAlpha = _currentAlpha;
+ _targetAlpha = RGBCOLGetA(targetColor);
+
+ _duration = duration;
+ _system = system;
+
+ if (_system) {
+ _startTime = g_system->getMillis();
+ } else {
+ _startTime = _gameRef->_timer;
+ }
+
+
+ return STATUS_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+uint32 BaseFader::getCurrentColor() {
+ return BYTETORGBA(_red, _green, _blue, _currentAlpha);
+}
+
+
+
+//////////////////////////////////////////////////////////////////////////
+bool BaseFader::persist(BasePersistenceManager *persistMgr) {
+ BaseObject::persist(persistMgr);
+
+ persistMgr->transfer(TMEMBER(_active));
+ persistMgr->transfer(TMEMBER(_blue));
+ persistMgr->transfer(TMEMBER(_currentAlpha));
+ persistMgr->transfer(TMEMBER(_duration));
+ persistMgr->transfer(TMEMBER(_green));
+ persistMgr->transfer(TMEMBER(_red));
+ persistMgr->transfer(TMEMBER(_sourceAlpha));
+ persistMgr->transfer(TMEMBER(_startTime));
+ persistMgr->transfer(TMEMBER(_targetAlpha));
+ persistMgr->transfer(TMEMBER(_system));
+
+ if (_system && !persistMgr->getIsSaving()) {
+ _startTime = 0;
+ }
+
+ return STATUS_OK;
+}
+
+} // end of namespace Wintermute